The UT Level Design subforum should be used for discussions about gameplay and level design in Unreal Tournament.

With some strong roots in the Level Design and mod community, I am personally very, very excited to see what everyone can create with the new UE4 toolset. Level Design in UT is the glue that brings together movement, weapons, abilities, gametypes, systems, visual style… and presents everything to the player in an interactive format. It’s where most people will go to discover the endless possibilities of design that make UT such a unique framework upon which nearly anyone can find a fun and rewarding gameplay experience. No pressure, right?!

This forum will be the place for showing off level prototypes, asking LD related questions, and sharing / collecting the sage advice of the players and designers across the community. Everyone is welcome to participate, and as the influence carries over from the evolution of the movement and weapon systems, I expect we’ll get some great discussions going here. As those systems are still in early development, it may be more difficult to get a grasp on scale, combat distances, movement abilities, etc. but I would still encourage anyone interested to start building now. Anything you create in the interim is going to be great practice, and the learnings we share here will benefit the community as a whole.

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Thanks for leading the way on level design for this project, Jim! I've been playing arena FPSes forever, have a little bit of modding and professional dev experience, and this project is very exciting. Are there any plans to create test levels to experiment with movement and other basic mechanics?

Since it's such a large community project, I wonder if eventually it might be useful to have a reference level for designers to help them account for things like jump heights, dodge distances, character height, and all that.

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Are there any plans to create test levels to experiment with movement and other basic mechanics?

Yes! I plan on posting many of our experiments here, especially as the movement and weapon systems start to come into line. Once we move into full development on levels, I also plan on putting together tutorials and "best practice" examples so that everyone is working toward a common baseline, and can get an understanding of how and why we make the choices that we make.

Jim Brown
@EntropicDevEpic Games

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Yes! I plan on posting many of our experiments here, especially as the movement and weapon systems start to come into line. Once we move into full development on levels, I also plan on putting together tutorials and "best practice" examples so that everyone is working toward a common baseline, and can get an understanding of how and why we make the choices that we make.

You have some really good UE4 tutorials, any plans on "The Making of Deck-16" or something like that?